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Engine directory for ticket #1
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Engine/source/shaderGen/GLSL/pixSpecularGLSL.cpp
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208
Engine/source/shaderGen/GLSL/pixSpecularGLSL.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "shaderGen/GLSL/pixSpecularGLSL.h"
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#include "materials/processedMaterial.h"
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#include "materials/materialFeatureTypes.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/shaderGenVars.h"
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#include "gfx/gfxStructs.h"
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PixelSpecularGLSL::PixelSpecularGLSL()
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: mDep( "shaders/common/gl/lighting.glsl" )
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{
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addDependency( &mDep );
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}
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void PixelSpecularGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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/*
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AssertFatal( fd.features[MFT_RTLighting],
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"PixelSpecularHLSL requires RTLighting to be enabled!" );
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MultiLine *meta = new MultiLine;
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// Get the eye world position.
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Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
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if( !eyePos )
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{
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eyePos = new Var;
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eyePos->setType( "float3" );
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eyePos->setName( "eyePosWorld" );
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eyePos->uniform = true;
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eyePos->constSortPos = cspPass;
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}
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// Grab a register for passing the
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// world space view vector.
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *wsView = connectComp->getElement( RT_TEXCOORD );
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wsView->setName( "wsView" );
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wsView->setStructName( "OUT" );
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wsView->setType( "float3" );
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// Get the input position.
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Var *position = (Var*)LangElement::find( "inPosition" );
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if ( !position )
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position = (Var*)LangElement::find( "position" );
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// Get the object to world transform.
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Var *objTrans = (Var*) LangElement::find( "objTrans" );
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if ( !objTrans )
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{
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objTrans = new Var;
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objTrans->setType( "float4x4" );
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objTrans->setName( "objTrans" );
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objTrans->uniform = true;
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objTrans->constSortPos = cspPrimitive;
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}
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meta->addStatement( new GenOp( " @ = @ - mul( @, float4( @.xyz,1 ) ).xyz;\r\n",
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wsView, eyePos, objTrans, position ) );
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output = meta;
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*/
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}
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void PixelSpecularGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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/*
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AssertFatal( fd.features[MFT_RTLighting],
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"PixelSpecularHLSL requires RTLighting to be enabled!" );
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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MultiLine *meta = new MultiLine;
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// Get the normal and light vectors from which the
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// RTLighting feature should have already setup.
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Var *wsNormal = (Var*)LangElement::find( "wsNormal" );
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Var *inLightVec = (Var*)LangElement::find( "inLightVec" );
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// Grab the world space position to eye vector.
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Var *wsView = connectComp->getElement( RT_TEXCOORD );
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wsView->setName( "wsView" );
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wsView->setStructName( "IN" );
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wsView->setType( "float3" );
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// Get the specular power and color.
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Var *specPow = new Var( "specularPower", "float" );
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specPow->uniform = true;
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specPow->constSortPos = cspPass;
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Var *specCol = (Var*)LangElement::find("specularColor");
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if(specCol == NULL)
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{
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specCol = new Var( "specularColor", "vec4" );
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specCol->uniform = true;
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specCol->constSortPos = cspPass;
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}
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// Calcuate the specular factor.
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Var *specular = new Var( "specular", "float" );
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meta->addStatement( new GenOp( " @ = calcSpecular( -@, normalize( @ ), normalize( @ ), @ );\r\n",
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new DecOp( specular ), inLightVec, wsNormal, wsView, specPow ) );
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LangElement *specMul = new GenOp( "float4(@.rgb,0) * @", specCol, specular );
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LangElement *final = specMul;
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// mask out with lightmap if present
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if( fd.features[MFT_LightMap] )
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{
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LangElement *lmColor = NULL;
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// find lightmap color
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lmColor = LangElement::find( "lmColor" );
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if ( !lmColor )
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{
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LangElement * lightMap = LangElement::find( "lightMap" );
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LangElement * lmCoord = LangElement::find( "texCoord2" );
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lmColor = new GenOp( "tex2D(@, @)", lightMap, lmCoord );
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}
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final = new GenOp( "@ * float4(@.rgb,0)", specMul, lmColor );
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}
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// We we have a normal map then mask the specular
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if ( !fd.features[MFT_SpecularMap] && fd.features[MFT_NormalMap] )
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{
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Var *bumpColor = (Var*)LangElement::find( "bumpNormal" );
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final = new GenOp( "@ * @.a", final, bumpColor );
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}
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// Add the specular to the final color.
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meta->addStatement( new GenOp( " @;\r\n", assignColor( final, Material::Add ) ) );
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output = meta;
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*/
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}
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ShaderFeature::Resources PixelSpecularGLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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res.numTexReg = 1;
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return res;
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}
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void SpecularMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// Get the texture coord.
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Var *texCoord = getInTexCoord( "out_texCoord", "vec2", true, componentList );
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// create texture var
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Var *specularMap = new Var;
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specularMap->setType( "sampler2D" );
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specularMap->setName( "specularMap" );
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specularMap->uniform = true;
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specularMap->sampler = true;
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specularMap->constNum = Var::getTexUnitNum();
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LangElement *texOp = new GenOp( "texture2D(@, @)", specularMap, texCoord );
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Var *specularColor = new Var( "specularColor", "vec4" );
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output = new GenOp( " @ = @;\r\n", new DecOp( specularColor ), texOp );
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}
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ShaderFeature::Resources SpecularMapGLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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res.numTex = 1;
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return res;
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}
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void SpecularMapGLSL::setTexData( Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex )
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{
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GFXTextureObject *tex = stageDat.getTex( MFT_SpecularMap );
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if ( tex )
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{
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passData.mTexType[ texIndex ] = Material::Standard;
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passData.mTexSlot[ texIndex++ ].texObject = tex;
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}
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}
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